It seems superfluous, even regular handguns consists of something like 50 parts. Even if you clump them together "appropriately" you still get somewhere like 25-30 parts, it would be a fucking pain keeping track on all of that.
Somebody should make a mod with a plugin loading system, open source never gets many mods because they are so damn hard to install multiple mods at once.
This game is fucking hard. And I wish I could pick what gun to use.
[QUOTE=G-Strogg;40626525]It seems superfluous, even regular handguns consists of something like 50 parts. Even if you clump them together "appropriately" you still get somewhere like 25-30 parts, it would be a fucking pain keeping track on all of that.[/QUOTE]
i would just track it arbitrarily on location in the gun, just pick 2-5 sectors on the gun and make those all that count really
Also, the little flying bastards need to be louder because the only time I hear them is when they're about to face fuck me. :/
Turn off the music. You can here them buzzing from a mile away
[QUOTE=G-Strogg;40626525]It seems superfluous, even regular handguns consists of something like 50 parts. Even if you clump them together "appropriately" you still get somewhere like 25-30 parts, it would be a fucking pain keeping track on all of that.[/QUOTE]
Afaik the gun isn't that detailed in Receiver at least, and you could always just limit it down to 5-10 parts that are the most important (stuff like the spring, barrel, firing pin, extractor)
I think in the first art asset video for Receiver that David did he mentioned the idea of field stripping the gun, was probably dropped due to time constraints though.
[editline]13th May 2013[/editline]
It would be hell to code from what I understand but you could probably still do it, but I have a feeling you would basically have to recode most of the gun mechanics to do it.
[QUOTE=G-Strogg;40626525]It seems superfluous, even regular handguns consists of something like 50 parts. Even if you clump them together "appropriately" you still get somewhere like 25-30 parts, it would be a fucking pain keeping track on all of that.[/QUOTE]
honestly i'd play the fuck out of a game like stalker, if it had fully simulated gun mechanics and assembly
[editline]14th May 2013[/editline]
also, if you have a good reason for it, you could always ask the creators of [URL="http://noble-empire.com/apps.php?app=gun&page=overview"]gun disassembly[/URL] if you can use their models
it seems superfluous if you include every last screw no fucking shit dude.
if you just include the top like 5-10 parts or even part groupings that endure the most stress out of use you solve that problem in a jiffy.
is there any way to not have light sources completely bog down my fps?
for some reason noone made the fullbright mod.
I'll upload a fullbright version when I get home from uni if you want. It's going to be the [url=https://github.com/David20321/7DFPS]git version[/url] though, which I think is exactly the same as the steam version, just without the steam integration.
will that still provide a performance increase?
also has anyone modded in new guns? i'd love to see bolt action rifles and pump shotguns.
[editline]16th June 2013[/editline]
man i'd love to see an SKS the most.
Anyone still trying to mod this game or is it dead?
Reciever isn't as dead as you think. I asked Rosen on twitter about it:
[img]http://i.imgur.com/TE9LNtv.png[/img]
So it could certainly be a while before we get any updates, but its not dead.
[editline]24th July 2013[/editline]
and yeah sorry. I sent it ages ago and forgot to tell you guys.
[QUOTE=ChinoNino;41524759]Anyone still trying to mod this game or is it dead?[/QUOTE]
Forgive me if bumping old threads is against the rules, I made this account just now. I've been working on adding weapons and a shooting range to Receiver for about a month now and it's all going great. You can check it out [URL="http://forums.wolfire.com/viewtopic.php?f=17&t=18709"]here[/URL]. I've added a bunch of other things that people have wanted, like dropping flashlights and a weapon selection menu for when you respawn.
[QUOTE=BeardyDuck]is there any way to not have light sources completely bog down my fps? [/QUOTE]
I've made a ton of optimizations in the lighting scripts as well as the robots with the mod I've been working on, if you check out the previous updates I posted on the Wolfire forum thread you can see what's been changed.
... I can't work the fucking shotgun, he refuses to put any shells in it!
Hehe weird, really? I updated the main post so it has instructions/controls for everything I've added but that was recent. You [I]should[/I] be able to insert a shell by raising it with E, and inserting with Z, if that doesn't work then your computer is broken!
[QUOTE=Josh707;42980246]Hehe weird, really? I updated the main post so it has instructions/controls for everything I've added but that was recent. You [I]should[/I] be able to insert a shell by raising it with E, and inserting with Z, if that doesn't work then your computer is broken![/QUOTE]
Nope, it just ain't happening!
Shooting works (when there's shells in the tube), 'pumping' works, safety works, but NO DICE when i wanna put in more shells.
The shotgun has to be raised to insert a shell, if that doesn't work... are you sure you have a shell to insert? AFAIK it's not possible for the code to somehow execute differently as long as you're running Windows
[QUOTE=Josh707;42981063]The shotgun has to be raised to insert a shell, if that doesn't work... are you sure you have a shell to insert? AFAIK it's not possible for the code to somehow execute differently as long as you're running Windows[/QUOTE]
Even if i just empty it out by pumping away, and pick the shells back up, maybe already having some in advance, nothing happens when i try to insert it.
I've tried just about every button there is whilst having it raised.
Hmm... The functions for inserting a round, ejecting a magazine and toggling the shotguns pose are called on the same button presses, so mag eject or E should raise it, and Z should insert a round. I don't understand how it wouldn't be working, did you rebind your controls maybe?
I just ran through all the guns to check if any of the other guns were doing weird things, but it's only the Remington.
And as for controls, what control function is needed, and what keys are they by default set to?
I was just talking about the code, when you press whatever the mag release button is set to it calls functions to release the mag as well as toggle the shotguns pose, but the functions only execute depending on the gun type.
By default E should be mag release, and Z should insert the round while it's raised.
One thing though, are you using the Steam version? Maybe the automatic updating will replace some of the files, but I don't know. A few other people have had some problems, if you want I can just send you the complete build for now and see if that changes anything.
[QUOTE=Josh707;42981677]I was just talking about the code, when you press whatever the mag release button is set to it calls functions to release the mag as well as toggle the shotguns pose, but the functions only execute depending on the gun type.
By default E should be mag release, and Z should insert the round while it's raised.
One thing though, are you using the Steam version? Maybe the automatic updating will replace some of the files, but I don't know. A few other people have had some problems, if you want I can just send you the complete build for now and see if that changes anything.[/QUOTE]
I'm inches away from going to bed, but if you could put it up somewhere, so i could take a look at it sometime tomorrow, that would be bitchin'.
Sure love me some live dev support!
Sent you a PM!
Well, so i downloaded the build you gave me, and the result was exactly the same.
Sooo, i tried screwing around with the binds, seeing if that would help at all. So i bound insert the drop and insert as secondary keys to P and O ... Or opposite. Either way, that did the trick. Some of the keys must be clashing with each other.
But thanks alot for the help anyway!
I really, really wish this game had a deathmatch mode.
[QUOTE=Sector 7;42987180]I really, really wish this game had a deathmatch mode.[/QUOTE]
Would be damn hilarious to listen to some new player around the corner go "FUCKING SHIT FUCK" as you heard alot of clicking noises, and the sound of magazines and bullets falling to the ground.
Oh nice, glad you got it figured out!
I wish it did too, even just co-op would be fun. It's a shame that one guy who was working on multiplayer stopped for his own project.
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